forked from Mirrorlandia_minetest/minetest
a5d29fa1d4
* Move shadow position calculation to vertex shaders * Animate entire scene before rendering shadows to prevent lagging of shadows * Remove unnecessary use of PolygonOffsetFactor * Apply normal offset to both nodes and objects * Rename getPerspectiveFactor -> applyPerspectiveDistortion * Remove perspective distortion from fragment shaders
51 lines
1.1 KiB
GLSL
51 lines
1.1 KiB
GLSL
uniform mat4 LightMVP; // world matrix
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uniform vec4 CameraPos;
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varying vec4 tPos;
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#ifdef COLORED_SHADOWS
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varying vec3 varColor;
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#endif
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uniform float xyPerspectiveBias0;
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uniform float xyPerspectiveBias1;
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uniform float zPerspectiveBias;
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vec4 getRelativePosition(in vec4 position)
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{
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vec2 l = position.xy - CameraPos.xy;
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vec2 s = l / abs(l);
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s = (1.0 - s * CameraPos.xy);
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l /= s;
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return vec4(l, s);
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}
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float getPerspectiveFactor(in vec4 relativePosition)
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{
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float pDistance = length(relativePosition.xy);
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float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
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return pFactor;
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}
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vec4 applyPerspectiveDistortion(in vec4 position)
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{
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vec4 l = getRelativePosition(position);
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float pFactor = getPerspectiveFactor(l);
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l.xy /= pFactor;
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position.xy = l.xy * l.zw + CameraPos.xy;
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position.z *= zPerspectiveBias;
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return position;
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}
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void main()
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{
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vec4 pos = LightMVP * gl_Vertex;
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tPos = applyPerspectiveDistortion(LightMVP * gl_Vertex);
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gl_Position = vec4(tPos.xyz, 1.0);
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gl_TexCoord[0].st = gl_MultiTexCoord0.st;
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#ifdef COLORED_SHADOWS
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varColor = gl_Color.rgb;
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#endif
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}
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